Ultra Street Fighter IV/Zangief: Difference between revisions

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{{TOClimit|2}}
{{Character Top USFIV | chara={{SUBPAGENAME}} }}
 
{{USFIVHeader}}
{{USFIVCharacterHeader|Zangief|Zangief|
Known as the "Red Cyclone" in his home country, Zangief is the paragon of country pride.  Trained by fighting grizzly bears in Siberia, Zangief uses his extremely powerful wrestling techniques, including the Spinning Pile Driver (which was said to have been learned when he got caught in a tornado while wrestling bears), fighting for the pride of Russia has become Zangief's main goal in life, especially after being noticed and hired by the Russian government to represent them in the world Street Fighting circuit.
|
The quintessential grappler.  Zangief is a power character designed to take hits and deal that damage right back at the opponent once he gets in close.  Grapples, however, are not his only forte.  He does not need to get up close to instill fear - just him being Zangief immediately sets off warning signs to the opponent.  While the fear of his dreaded Spinning Piledriver is natural, Zangief players must also make their opponents fear his other useful tools, such as the Banishing Flat, which eats up non-EX/Super/Ultra/flaming fireballs and sets him up for a free Jab Piledriver if within range.  He can also play footsies surprisingly well with his Lariats and sweeps.  As a grappler, his only true weakness is being full-screen distance away from his opponent.  Characters with good zoning tools or fireballs, such as Dhalsim and Ryu, especialy pose a major threat to the Red Cyclone.}}
 
'''Players to Watch'''
 
[http://www.youtube.com/results?search_query=Snake+Eyez+Zangief+USF4 Snake Eyez] (US), [http://www.youtube.com/results?search_query=Itabashi+Zangief+USF4 Itabashi Zangief] (JP), [http://www.youtube.com/results?search_query=Hagejin+Zangief+USF4 Hagejin] (JP), [http://www.youtube.com/results?search_query=Zangitan+Zangief+USF4 Zangitan] (JP)
 
[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/Zangief/Omega|Click for Omega SF4 version]]
 
== Ultra SFIV Changes ==
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Zangief Zangief SF4 Changelist]
 
== Character Specific Data ==
Zangief{{USFIVCharacterData|1100|1100|60%|0.035|0.03|1.62|43 (6+37)|1.28 (1.53)|1.14 (1.18)|0.88|26|0.80|26|8|8|10|0.94|0.94|31|21|Flying Body Attack, Double Knee Drop, Headbutt|Crouch LK, Crouch MK, Crouch HK, Long Kick|Crouch HK, Long Kick, Spinning Piledriver, EX Spinning Piledriver, Atomic Suplex, EX Atomic Suplex, Flying Power Bomb, EX Flying Power Bomb|N/A|23|33|65|-10|-10|-4|-4|EX Banishing Flat (2nd Hit)|}}
 


== Frame Data (At A Glance) ==
== Frame Data (At A Glance) ==
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{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}


==The Basics==
==Combos==
==Strategy==
==Matchups==
{{#vardefine:player|Zangief}}<!--
--->{{#vardefine:spacing|-0.75em}}<!--
---><!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Abel</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Abel
| icon        =Abel
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Adon</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Adon
| icon        =Adon
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Akuma/Gouki</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Akuma
| icon        =Akuma
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Balrog/Boxer</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Balrog
| icon        =Balrog
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Blanka</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Blanka
| icon        =Blanka
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">C. Viper</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =C. Viper
| icon        =CViper
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Cammy</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Cammy
| icon        =Cammy
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Chun-Li</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Chun-Li
| icon        =ChunLi
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Cody</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Cody
| icon        =Cody
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dan</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dan
| icon        =Dan
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Decapre</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Decapre
| icon        =Decapre
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dee Jay</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Deejay
| icon        =DeeJay
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dhalsim</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dhalsim
| icon        =Dhalsim
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dudley</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dudley
| icon        =Dudley
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">E. Honda</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =E. Honda
| icon        =EHonda
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">El Fuerte</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =El Fuerte
| icon        =ElFuerte
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Elena</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Elena
| icon        =Elena
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Evil Ryu</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Evil Ryu
| icon        =Evil_Ryu
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Fei Long</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Fei Long
| icon        =FeiLong
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Gen</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Gen
| icon        =Gen
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Gouken</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Gouken
| icon        =Gouken
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Guile</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Guile
| icon        =Guile
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Guy</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Guy
| icon        =Guy
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Hakan</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Hakan
| icon        =Hakan
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Hugo</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Hugo
| icon        =Hugo
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ibuki</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ibuki
| icon        =Ibuki
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Juri</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Juri
| icon        =Juri
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ken</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ken
| icon        =Ken
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">M. Bison/Dictator</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =M. Bison
| icon        =MBison
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Makoto</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Makoto
| icon        =Makoto
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Oni</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Oni
| icon        =Oni
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Poison</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Poison
| icon        =Poison
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rolento</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rolento
| icon        =Rolento
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rose</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rose
| icon        =Rose
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rufus</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rufus
| icon        =Rufus
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ryu</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ryu
| icon        =Ryu
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Sagat</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Sagat
| icon        =Sagat
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Sakura</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Sakura
| icon        =Sakura
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Seth</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Seth
| icon        =Seth
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">T. Hawk</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =T. Hawk
| icon        =THawk
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Vega/Claw</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Vega
| icon        =Vega
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Yang</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Yang
| icon        =Yang
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Yun</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Yun
| icon        =Yun
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Zangief (Mirror)</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Zangief
| icon        =Zangief
| favorability =
| data        =
}}</div>


==Frame Data==
==Frame Data==
Line 881: Line 414:
|}
|}


=====Notes=====


{{Navbox-USFIV}}
{{Navbox-USFIV}}
[[Category:Zangief]]
[[Category:Ultra Street Fighter IV]]
[[Category:Ultra Street Fighter IV]]
[[Category:Zangief]]

Latest revision as of 14:08, 28 June 2025

Introduction

Known as the "Red Cyclone" in his home country, Zangief is the paragon of country pride. Trained by fighting grizzly bears in Siberia, Zangief uses his extremely powerful wrestling techniques, including the Spinning Pile Driver (which was said to have been learned when he got caught in a tornado while wrestling bears), fighting for the pride of Russia has become Zangief's main goal in life, especially after being noticed and hired by the Russian government to represent them in the world Street Fighting circuit.

The quintessential grappler. Zangief is a power character designed to take hits and deal that damage right back at the opponent once he gets in close. Grapples, however, are not his only forte. He does not need to get up close to instill fear - just him being Zangief immediately sets off warning signs to the opponent. While the fear of his dreaded Spinning Piledriver is natural, Zangief players must also make their opponents fear his other useful tools, such as the Banishing Flat, which eats up non-EX/Super/Ultra/flaming fireballs and sets him up for a free Jab Piledriver if within range. He can also play footsies surprisingly well with his Lariats and sweeps. As a grappler, his only true weakness is being full-screen distance away from his opponent. Characters with good zoning tools or fireballs, such as Dhalsim and Ryu, especialy pose a major threat to the Red Cyclone.

Pick if you like: Avoid if you dislike:


Players to Watch

Snake Eyez (US), Itabashi Zangief (JP), Hagejin (JP), Zangitan (JP)


Ultra SFIV Changes

Zangief SF4 Changelist

Frame Data Glossary - USFIV
Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y.
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between active hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals)
  • "TC": Target Combo
  • "Sp": Special move
  • "Su": Super Combo
  • "FA": Focus Attack
    • Note: Su and FA almost always share the same cancel properties, except that EX moves can't cancel into Supers outside Training Mode
  • "j" or "Jmp": Jump cancel (usually on hit only, if applicable)
  • "sj" or "hj": Super Jump or High Jump cancel (Ibuki and C. Viper only)
  • "Dash": Dash cancelable (e.g. Focus Attack dash cancel)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).

On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • In general, Counter-hit adds +1 hit advantage to Light normals and +3 to Medium/Heavy normals. Exceptions or unique Counter-hit properties should be noted in the move data.

KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.

  • Some USFIV characters have non-standard wakeup timings, so this refers to the most common timing (tested on Ryu).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Airborne moves may have recovery listed as X+Y land, where X is the airborne recovery and Y is the landing recovery.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Juggle Info

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)




Zangief
USFIV Zangief Portrait.png
Vitals
HP 1100
Stun 1100
W-Ultra Scaling 60%
Ground Movement
Forward Walk Speed 0.035
Backward Walk Speed 0.03
Forward Dash Speed 26
Back Dash Speed 26
Forward Dash Distance 0.88
Back Dash Distance 0.80
Back Dash Invuln 8
Back Dash Airborne 8
Back Dash Ground Recovery 10
Jumping
Jump Speed 6+37
Jump Apex 1.62
Forward Jump Distance 1.28(1.53)
Backward Jump Distance 1.14(1.18)
Throws
Forward Throw Range 0.94
Back Throw Range 0.94
Wake-up Timing
Face Up 31
Face Down 21

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Lp.png 40 50 20 HL ch/sp/su 4 6 7 -1 2
Close MP Close Mp.png 90 100 40 HL sp/su 5 2 14 -2 1
Close HP Close Hp.png 140 200 60 HL - 7 4 20 -6 -1
Close LK Close Lk.png 30 50 20 HL sp/su 4 2 10 -1 2
Close MK Close Mk.png 90 100 40 HL sp/su 5 2 10 2 5
Close HK Close Hk.png 140 200 60 HL - 7 4 21 -5 -1
Far LP Far Lp.png 30 50 20 HL ch/sp/su 4 2 7[5] 3[5] 6[8]
Far MP Far Mp.png 70 100 40 HL - 4 2 10 2 5
Far HP Far Hp.png 140 200 60 HL - 12 3 18 -3 1
Far LK Far Lk.png 30 50 20 HL sp/su 4 2 7 2 5
Far MK Far Mk.png 90 100 40 HL - 7 6 18 -7 -3
Far HK Far Hk.png 140 200 60 HL - 11 4 16 -2 2
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 4 3 6 2 5
Crouch MP Crouch Mp.png 80 100 40 HL - 8 5 12 -3 3
Crouch HP Crouch Hp.png 120 200 60 HL su 12 4 16 -2 2
Crouch LK Crouch Lk.png 40 50 20 L sp/su 4 3 7 1 5
Crouch MK Crouch Mk.png 90 100 40 L - 9 4 15 -5 -2
Crouch HK Crouch Hk.png 120 200 60 L - 9 5 18 -5 -
Long Kick Downright.gif+Hk.png 120 200 60 L - 14 7 22 -11 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Lp.png 60 50 20 H - 5 5 - - -
Neutral Jump MP Neutral Jump Mp.png 90 100 40 H - 7 4 - - -
Neutral Jump HP Neutral Jump Hp.png 140 200 60 H - 10 6 - - -
Neutral Jump LK Neutral Jump Lk.png 50 50 20 H - 7 4 - - -
Neutral Jump MK Neutral Jump Mk.png 90 100 40 H - 9 5 - - -
Neutral Jump HK Neutral Jump Hk.png 120 200 60 H - 9 6 - - -
Angled Jump LP Angled Jump Lp.png 60 50 20 H - 6 5 - - -
Angled Jump MP Angled Jump Mp.png 90 100 40 H - 7 3 - - -
Angled Jump HP Angled Jump Hp.png 120 200 60 H - 11 6 - - -
Angled Jump LK Angled Jump Lk.png 50 50 20 H - 7 4 - - -
Angled Jump MK Angled Jump Mk.png 80 100 40 H - 9 10 - - -
Angled Jump HK Angled Jump Hk.png 120 200 60 H - 9 6 - - -
Flying Body Attack Air Down.gif+Hp.png 100 150 60 H - 6 7 - - -
Double Knee Drop Air Down.gif+Lk.png 50 50 20 H - 8 6 - - -
Headbutt Headbutt
Up.gif+Mp.png
100 500 40 H - 4 6 - - -
Headbutt Headbutt
Up.gif+Hp.png
120 600 60 H - 6 12 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 90 100 20 HL - 10+13 5 32 -21 -21
Focus Attack (Level 2) Level 2 Focus 120 150 40 HL - 18+15 5 32 -15 -
Focus Attack (Level 3) Level 3 Focus 170 200 60 - - 65 5 32 - -
Red Focus Attack (Level 1) Level 1 Red Focus 120 100 20 HL - 10+13 5 32 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 180 150 40 HL - 18+15 5 32 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 255 200 60 - - 65 5 32 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 120 100 20 HL - 10+13 5 32 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Bodyslam Forward Throw 160 180 40 0.944 - 3 2 20 - -
Brain Buster Back Throw 160 180 40 0.944 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Spinning Piledriver Spinning Piledriver Lp.png 180 150 40/100 1.684 - 2 2 52 - -
Spinning Piledriver Mp.png 200 150 40/100 1.45 - 2 2 50 - -
Spinning Piledriver Hp.png 250 200 40/100 1.35 - 2 2 48 - -
EX Spinning Piledriver Spinning Piledriver EX 200 150 -250/0 1.35 - 4 2 47 - -
Banishing Flat Green Hand Lp.png 120 100 30/30 HL su 8 2 21 -7 -2
Green Hand Mp.png 130 150 30/30 HL su 11 2 22 -6 -6
Green Hand Hp.png 140 200 30/30 HL su 14 2 23 -7 -7
EX Banishing Flat Green Hand Ex.png 90*50 50*50 -250/0 HL -*su 13 1*1 27 -9 1
Double Lariat Lariat 120*140 150*200 30/40 HL su*- 4 2(4)7(2)7(3)
9(2)8(4)3
14 -44 -
Quick Double Lariat Quick Lariat 110*130 100*150 20/30 HL su*- 4 2(4)5(3)
8(4)3
14 -22 -
Atomic Suplex Double German Suplex 220 200 30/140 1 - 2 2 45 - -
EX Atomic Suplex Douple German Suplex Ex.png 240 200 -250/0 1 - 2 2 45 - -
Flying Power Bomb Running Bear Grab 200 150 30/80 2.92 - 1 2 45 - -
EX Flying Power Bomb Running Bear Grab Ex.png 220 200 -250/0 5.06 - 1 2 45 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Final Atomic Buster Super Combo 450 0 -1000/0 1.45 - 1+0 2 46 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Ultimate Atomic Buster Ultra Combo 1 520 0 0/0 1.446 - 1+0 2 46 - -
Siberian Blizzard Ultra Combo 2 450 0 0/0 0.95 - 0+3 Until Landing After Landing 58 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
USFIV Zangief fLP.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

Low commitment short ranged poke.

USFIV Zangief fMP.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

Incredible poking tool due to its great speed, range and low amount of recovery. Can often be comboed out of using f.LK.

USFIV Zangief fHP.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

Very slow poke that knocks down on hit. Not very useful.

USFIV Zangief fLK.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

Incredible normal for buffering, whiff punishing and combos from lights. Special cancels on whiff, which is only a downside.

USFIV Zangief fMK.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

Decent poke that can often beat low pokes.

USFIV Zangief fHK.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

Very good range, but whiffs on crouch. Usually used to catch backdashes and jump away.

Crouching Normals

  Name Nickname Command Notes
USFIV Zangief 2LP.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

Useful in combos and as a short range low commitment poke.

USFIV Zangief 2MP.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

Despite its appearance, it is not a good anti air. Generally useless.

USFIV Zangief 2HP.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

Decently high damage counterpoke that super cancels, but has no good conversion options outside Counter-Hit Crouch HP>Red Focus.

USFIV Zangief 2LK.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

Extremely important mixup and combo tool. Can combo into itself up to 4 times, and reliably converts into EX Green Hand, which is one of your most important confirms, as it leaves you plus and extremely close, which allows you to threathen another 2LK or an SPD.

USFIV Zangief 2MK.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

Occasionally useful low poke, moves Zangief forward, which lets him do things such as Crouch MK whiff>SPD.

USFIV Zangief 2HK.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

Important to prevent the opponent from just walking back. A decent poking tool, and pretty safe to boot.

Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / Uf.png + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / Uf.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / Uf.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / Uf.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
USFIV Zangief 3HK.png

Long Kick

Long Sweep df + hk

~~ Uses and Strategies ~~

Sweep with incredible range, but considerably higher startup and is much more unsafe on block.

File:No image.png

Flying Body Attack

Body Splash d + hp

~~ Uses and Strategies ~~

Your main crossup. Damaging, very plus on both hit and block, just do it.

File:No image.png

Double Knee Drop

Knee Drop d + lk

~~ Uses and Strategies ~~

Smaller crossup that does less damage. Generally used to make the opponent block it and then go for an immediate SPD, due to the low hit/blockstop.

File:No image.png

Headbutt

Headbutt (Strong) (during Neutral Jump) U.png + mp

~~ Uses and Strategies ~~

High stun air to air tool.

File:No image.png

Headbutt

Headbutt (Fierce) (during Neutral Jump) U.png + hp

~~ Uses and Strategies ~~

Higher stun air to air tool.

Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Bodyslam

Forward Throw f or N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Brain Buster

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
USFIV Zangief SPD.png

Spinning Piledriver

Spinning Pile Driver 360 + P.png ex

~~ Uses and Strategies ~~

Zangief's defining move. A command grab whose range and damage vary depending on the version. The Light version has the highest range but lowest damage, the Heavy version has lowest range but highest damage, and medium is in between. The EX version is slower to start up but has invincibility to compensate, making it a good defensive option, although non EX SPD is still a strong defensive option due to its range and only 2 frames of start up. Due to the low startup frames, this also makes it an excellent tool for punishes, letting Zangief punish moves that are usually safe on most characters. Your goal in a match is usually to get in close and either land this move or make them scared enough of this move so you can hit them with other stuff. After all versions, you can whiff a Medium Banishing Flat to get in close for oki.

File:No image.png

Banishing Flat

Green Hand dp + P.png ex

~~ Uses and Strategies ~~

The classic Green Hand. Useful for anti-projectile, combos and just moving around the screen. The Light version is generally safe on hit at -2 (although beware, because certain Ultras and SPD's will be able to punish it), but Medium and Heavy are unsafe on hit against the whole cast. Medium is mostly used to get in after a Spinning Piledriver, and Heavy is there for the extra movement. The EX version is particularly good, for it has frame 1 projectile and strike invincibility, making it so Zangief can reaction punish a lot of projectiles for a bar, and giving him essentially a horizontal DP he can occasionally just throw out. EX Banishing Flat is also slightly plus on hit rather than minus, which means Zangief can pressure after into an SPD or another combo into EX Banishing Flat, which is quite scary.

USFIV Zangief Lariat.png

Double Lariat

Lariat 3p

~~ Uses and Strategies ~~

Zangief's main anti air, although do know that you should do it as late as possible, as otherwise it might just lose. If it trades, you can combo EX Banishing Flat afterwards. Zangief's upper body is invincible, which makes this a passable (although not great) wakeup option, but it will lose to low hitting attacks and throws. Can go through and punish projectiles at close range.

USFIV Zangief Lariat.png

Quick Double Lariat

Quick Lariat 3k

~~ Uses and Strategies ~~

Has lower body invincibility instead of upper body. Whiffs much faster than regular Double Lariat, the main use of it is doing it to get past a projectile without blocking it and taking chip damage.

File:No image.png

Atomic Suplex

Double German Suplex (near opponent) 360.png + K.png ex

~~ Uses and Strategies ~~

A command grab that is harder to land than SPD, but has much better okizeme. After it lands, Zangief can mix up the opponent in a lot of ways, be it with a crossup Body Splash, staying in front, empty jump low, empty jump SPD, etc. Landing it is quite specific, though; You will usually only land this after a Focus Attack that crumples, or EX Green Hand>Red Focus.

USFIV Zangief Running Bear Grab.png

Flying Power Bomb

Running Bear Grab (far from opponent) 360.png + K.png ex

~~ Uses and Strategies ~~

Zangief runs towards the opponent and command grabs them. Not very useful due to its very slow speed. The EX version has armor, but it's still not very practical to use.

Super Combo

  Name Nickname Command Notes
USFIV Zangief Super.png

Final Atomic Buster

Super Combo 360 360.png + p

~~ Uses and Strategies ~~

Big command grab super. Cannot be jumped after flash, making it a scary offensive and defensive option. It has 1 frame startup, giving Zangief unique punishes on specific moves. However, its use is much more limited than it seems, due to it being a Super. Zangief will have to spend meter most of the time on things like EX Green Hand or FADC, making saving up for a super usually unwise.

Ultra Combos

  Name Nickname Command Notes
USFIV Zangief Ultra.png

Ultimate Atomic Buster

Ultra Combo I 360 360.png + 3p

~~ Uses and Strategies ~~

Big command grab Ultra, cannot be jumped after freeze, making it a very scary offensive and defensive option. Frame 1 startup means it can punish moves that are usually safe. This move is better than Super purely because it's not tied to your super meter, and thus you can actually use it.

File:No image.png

Siberian Blizzard

Ultra Combo II (in air) 360.png 360 + 3k

~~ Uses and Strategies ~~

Air-to-air command grab Ultra. Very good due to its mixup potential, making the opponent having to guess between SPD or Ultra. Can also catch backdashes and DP's.


Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Lp.png 40 50 20 HL ch/sp/su 4 6 7 16 -1 2 12 15 Frame advantage based on 2nd active frame Reset Reset - - - - - - -
Close MP Close Mp.png 90 100 40 HL sp/su 5 2 14 20 -2 1 14 17 Reset Reset - - - - - - -
Close HP Close Hp.png 140 200 60 HL - 7 4 20 30 -6 -1 18 23 On crouching opponents, -2 on hit Reset Reset - - - - - - -
Close LK Close Lk.png 30 50 20 HL sp/su 4 2 10 15 -1 2 11 14 Reset Reset - - - - - - -
Close MK Close Mk.png 90 100 40 HL sp/su 5 2 10 16 2 5 14 17 Reset Reset - - - - - - -
Close HK Close Hk.png 140 200 60 HL - 7 4 21 31 -5 -1 20 24 Reset Reset - - - - - - -
Far LP Far Lp.png 30 50 20 HL ch/sp/su 4 2 7[5] 12[10] 3[5] 6[8] 12 15 [] Refers to chained version Reset Reset - - - - - - -
Far MP Far Mp.png 70 100 40 HL - 4 2 10 15 2 5 14 17 Reset Reset - - - - - - -
Far HP Far Hp.png 140 200 60 HL - 12 3 18 32 -3 1 18 22 Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Far LK Far Lk.png 30 50 20 HL sp/su 4 2 7 12 2 5 11 14 5~6f cancellable Reset Reset - - - - - - -
Far MK Far Mk.png 90 100 40 HL - 7 6 18 30 -7 -3 17 21 Reset Reset - - - - - - -
Far HK Far Hk.png 140 200 60 HL - 11 4 16 30 -2 2 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 4 3 6 12 2 5 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 80 100 40 HL - 8 5 12 24 -3 3 14 20 Forces stand Forces stand Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 120 200 60 HL su 12 4 16 31 -2 2 18 22 Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 40 50 20 L sp/su 4 3 7 13 1 5 11 15 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 90 100 40 L - 9 4 15 27 -5 -2 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 120 200 60 L - 9 5 18 31 -5 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Long Kick Downright.gif+Hk.png 120 200 60 L - 14 7 22 42 -11 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Lp.png 60 50 20 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Neutral Jump MP Neutral Jump Mp.png 90 100 40 H - 7 4 - 10 - - Reset Reset - - - Lower body: 1~10F - - -
Neutral Jump HP Neutral Jump Hp.png 140 200 60 H - 10 6 - 15 - - Reset Reset - - - Lower body: 1~15F - - -
Neutral Jump LK Neutral Jump Lk.png 50 50 20 H - 7 4 - 10 - - Reset Reset - - - Lower body: 1~11F - - -
Neutral Jump MK Neutral Jump Mk.png 90 100 40 H - 9 5 - 13 - - Reset Reset - - - Lower body: 1~15F - - -
Neutral Jump HK Neutral Jump Hk.png 120 200 60 H - 9 6 - 14 - - Reset Reset - - - Lower body: 1~8F - - -
Angled Jump LP Angled Jump Lp.png 60 50 20 H - 6 5 - 10 - - Reset Reset - - - Lower body: 1~10F - - -
Angled Jump MP Angled Jump Mp.png 90 100 40 H - 7 3 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Angled Jump HP Angled Jump Hp.png 120 200 60 H - 11 6 - 16 - - Reset Reset - - - Lower body: 1~15F - - -
Angled Jump LK Angled Jump Lk.png 50 50 20 H - 7 4 - 10 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump MK Angled Jump Mk.png 80 100 40 H - 9 10 - 18 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump HK Angled Jump Hk.png 120 200 60 H - 9 6 - 14 - - Reset Reset - - - Lower body: 1~8F - - -
Flying Body Attack Air Down.gif+Hp.png 100 150 60 H - 6 7 - 12 - - Reset Reset - - - Legs: 1~12F - - -
Double Knee Drop Air Down.gif+Lk.png 50 50 20 H - 8 6 - 13 - - Reset Reset - - - Legs: 1~7F - - -
Headbutt Headbutt
Up.gif+Mp.png
100 500 40 H - 4 6 - 9 - - Reset Reset - - - Lower body: 1~3F - - -
Headbutt Headbutt
Up.gif+Hp.png
120 600 60 H - 6 12 - 17 - - Reset Reset - - - Lower body: 1~5F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 90 100 20 HL - 10+13 5 32 59 -21 -21 16 16 Range: 2.373, 3~4F cannot hit crouching, Range vs Crouching: 1.779 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 120 150 40 HL - 18+15 5 32 69 -15 - 22 - Range: 2.373, 3~4F cannot hit crouching, Range vs Crouching: 1.779 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 170 200 60 - - 65 5 32 101 - - - - Range: 2.373, 3~4F cannot hit crouching, Range vs Crouching: 1.779, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 120 100 20 HL - 10+13 5 32 59 -21 -21 16 16 Range: 2.373, 3~4F cannot hit crouching, Range vs Crouching: 1.779, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 180 150 40 HL - 18+15 5 32 69 -15 - 22 - Range: 2.373, 3~4F cannot hit crouching, Range vs Crouching: 1.779, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 255 200 60 - - 65 5 32 101 - - - - Range: 2.373, 3~4F cannot hit crouching, Range vs Crouching: 1.779, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 120 100 20 HL - 10+13 5 32 59 -15 - 22 - Range: 2.373, 3~4F cannot hit crouching, Range vs Crouching: 1.779, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Bodyslam Forward Throw 160 180 40 0.944 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Brain Buster Back Throw 160 180 40 0.944 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Spinning Piledriver Spinning Piledriver Lp.png 180 150 40/100 1.684 - 2 2 52 55 - - - - X Hard Knockdown - - - - - - - - - -
Spinning Piledriver Mp.png 200 150 40/100 1.45 - 2 2 50 53 - - - - X Hard Knockdown - - - - - - - - - -
Spinning Piledriver Hp.png 250 200 40/100 1.35 - 2 2 48 51 - - - - X Hard Knockdown - - - - - - - - - -
EX Spinning Piledriver Spinning Piledriver EX 200 150 -250/0 1.35 - 4 2 47 52 - - - - Opponent gains 50 meter on hit X Hard Knockdown - - - - - All: 1~5F All: 1~5F - - -
Banishing Flat Green Hand Lp.png 120 100 30/30 HL su 8 2 21 33 -7 -2 16 21 Contains both a Strike and a Projectile hitbox, however the projectile hitbox can only hit other projectiles, builds 20 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown - - - Forward body: 6~20F - - -
Green Hand Mp.png 130 150 30/30 HL su 11 2 22 34 -6 -6 18 18 Contains both a Strike and a Projectile hitbox, however the projectile hitbox can only hit other projectiles, builds 20 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown - - - Forward body: 8~22F - - -
Green Hand Hp.png 140 200 30/30 HL su 14 2 23 40 -7 -7 18 18 Contains both a Strike and a Projectile hitbox, however the projectile hitbox can only hit other projectiles, builds 20 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown - - - Forward body: 9~25F - - -
EX Banishing Flat Green Hand Ex.png 90*50 50*50 -250/0 HL -*su 13 1*1 27 41 -9 1 19 29 Contains both a Strike and a Projectile hitbox, however the projectile hitbox can only hit other projectiles, opponent gains 15*10 meter on hit, 10*5 on block X Forces Stand [1st Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - All: 1~13F All: 1~22F - - JP: 0*1
Double Lariat Lariat 120*140 150*200 30/40 HL su*- 4 2(4)7(2)7(3)
9(2)8(4)3
14 68 -44 - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Upper body: 1~5F, Torso: 6~54F Upper body: 1~3F, All: 4~5F, Lower body: 6~54F - - -
Quick Double Lariat Quick Lariat 110*130 100*150 20/30 HL su*- 4 2(4)5(3)
8(4)3
14 46 -22 - - - Builds 20x4 meter on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Legs: 1~32F Legs: 1~32F - - -
Atomic Suplex Double German Suplex 220 200 30/140 1 - 2 2 45 48 - - - - X Hard Knockdown - - - - - - - - - -
EX Atomic Suplex Douple German Suplex Ex.png 240 200 -250/0 1 - 2 2 45 48 - - - - Opponent gains 20*50 meter on hit X Hard Knockdown - - - 1F~ - - - - - -
Flying Power Bomb Running Bear Grab 200 150 30/80 2.92 - 1 2 45 47 - - - - Startup changes depending on proximity to opponent, Run starts on 36F(LK)/38F(MK)/38F(HK) X Hard Knockdown - - - - - - - - - -
EX Flying Power Bomb Running Bear Grab Ex.png 220 200 -250/0 5.06 - 1 2 45 47 - - - - Startup changes depending on proximity to opponent, Run starts on 38F, opponent gains 40 meter on hit X Hard Knockdown - - - 1f until end of active frames - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Final Atomic Buster Super Combo 450 0 -1000/0 1.45 - 1+0 2 46 48 - - - - Opponent gains 20x3 meter on hit X Hard Knockdown - - - - All: 1F - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Ultimate Atomic Buster Ultra Combo 1 520 0 0/0 1.446 - 1+0 2 46 48 - - - - Opponent gains 20x3 meter on hit X Hard Knockdown - - - - All: 1F - - - - -
Siberian Blizzard Ultra Combo 2 450 0 0/0 0.95 - 0+3 Until Landing After Landing 58 - - - - - Opponent gains 20x3 meter on hit X - - Hard Knockdown - - All: 1F~until landing - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


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